suggest_description= This is a firearm. It takes fuel cans to run. It does 13 damage at 5% chance to hit (without skills). It's weakness is it takes 2 ap to shoot it. It is affected by basic firearms training (increases accuracy by 15%). It has easy-to-find ammo which gives it an advantage over other firearms. It can only be found in armories, which makes the building more valuable for survivors to hold. It takes one ap to reload and one fuel can gives 8 shots. I believe it is an average weapon, good for zombie hunting but not for defense where more ap-efficient weapons are useful.

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suggest_description= This is a firearm. It takes fuel cans to run. It does 20 damage at 5% chance to hit (without skills). It's weakness is it takes 2 ap to shoot it. It is affected by basic firearms training (increases accuracy by 20%). It has easy-to-find ammo which gives it an advantage over other firearms. It can only be found in armories, which makes the building more valuable for survivors to hold. It takes one ap to reload and one fuel can gives 8 shots. I believe it is an average weapon, good for zombie hunting but not for defense where more ap-efficient weapons are useful.

suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

Combat Shotgun

Adds a new item to the game, the Combat Shotgun. The shotgun holds 8 shots and can be found in an Armory.

The Combat Shotgun has the same stats as a regular shotgun, with the only difference being the number of shots the gun can hold. Survivors still have to spend the same amount of AP to load shells, and the hit rate remains the same. Survivors would exchange four shotguns in their inventory for one Combat Shotgun. Individual playing sessions really wouldn't be affected in any substantial way, except a survivor could spend weeks searching/loading a few of these and blow through a huge amount of ammo in one glorious zombie-slaughtering spree.
If the "Speed Loading" suggestion is implemented along with this, I would suggest Speed Loading load 2 shells per 1 AP.

Notes:

14/18 Keep/Total (78%). Suggestions in votes included: Rename to Assault Shotgun or Pump Shotgun; can only carry one Combat Shotgun at any given time; can't be found with more than 4 ammo. Many comments about balancing in the votes; read original votes carefully.

Left Queue:

19:05, 25 Nov 2005 (GMT)

Flamethrower

This is a firearm. It takes fuel cans to run. It does 20 damage at 5% chance to hit (without skills). It's weakness is it takes 2 ap to shoot it. It is affected by basic firearms training (increases accuracy by 20%). It has easy-to-find ammo which gives it an advantage over other firearms. It can only be found in armories, which makes the building more valuable for survivors to hold. It takes one ap to reload and one fuel can gives 8 shots. I believe it is an average weapon, good for zombie hunting but not for defense where more ap-efficient weapons are useful.

The MP5 would be found in Armories and Mansions, and you would have a 5% chance of finding one at an Armory, and a 1.25% in a Mansion. A magazine is also only found there, at a 6% chance of finding one in an Armory, a 2% in a Mansion.

I have it in the Mansions for 3 simple reasons: 1) If it were just in Armories, it would be so rare that it might as well not exist, 2) There are only 5 Mansions and 2 Armories, 7 places in all of Malton is a very reasonable number, and 3) Just having it in 2 spots would give the zombies a huge advantage! How would they get an advantage because a survivor weapon is implemented? This gun is for low level survivors. Where would all the zombies go to block off the gun and get easy XP for killing survivors? To the only two places that the gun is. Having mansions also having said gun gets rid of this problem.

Each magazine would have ten "shots" (30 bullets, a shot being when you shoot it). Each bullet would have a 10% chance to hit its target, at 2 damage per bullet. Each time you shoot it, for 1 AP, at fires a burst of 3 bullets. When you shoot the gun, the menu says, "You shoot at So and So, (no/one/two/all three) bullet(s) hit it, for a total of (0/2/4/6) damage." Only one target is affected, but you can shoot as many people as you want, just not in the same burst. Each bullet would have its own individual roll to hit. The damage is not affected by Flak Jackets, since each round does only 2 damage, so it is a static 0/2/4/6 damage. It costs 1 AP to reload magazines. Having Basic Firearms training would increase the chance for each individual bullet to hit to 20%.

I did all the math for you:
Average damage per magazine w/0 training = 6
Average damage per magazine w/1 training = 12

Not overpowered, like so many machine guns are. Less than the maxed shotgun or pistol, but higher damaging than the other guns at low levels. I did not want it for the Police Departments for a simple reason: you can already find all the guns there, so there's about 10-80 survivors in each. Also, think of how many PD's there are!

It being in a Mansion, that could be evidence of a new reason the zombies came: the rich mansion people paid NecroTech to make the zombies, and they got powerful weapons, and planned to hold the zombies off and look better, but the zombies got out of control and the rich people fled.

Voting kill because the game doesn't need more weapons doesn't make sense. At all. It is essentially the same thing, but it is extremely hard to get XP as a low level survivor. The game needs to have a way to help low levels get XP. The game does need new weapons.

Notes:

17/21 Keep/Total (81%).

Was "MP5 Submachinegun (Probably final edition)".

Left Queue:

01:44, 7 September 2006 (BST)

Pipe Guns

This suggestion will allow survivors to make and use improvised guns. The exact form this takes is left to the imagination of the player - they might refil spent cartridges, or perhaps their gun is more like a blunderbus that fires rusty nails and broken glass.

In order to make this gun, the character needs a new zombie hunter skill called Gunsmith. Like all such abilities it is only available once you already have 10 skills.

Making the gun itself can only be done in a factory or warehouse, where the required parts are available. It cost 10 AP to put together a gun, and only one can be in the characters inventory at a time. Ammo can be made in the same place, at a cost of 1 AP, which spawns 2 shots in the characters inventory as separate items.

The base chance to hit is 5%, and being an unrifled long arm it gains bonuses from the same skills as a shot gun. The damage per hit is 5 (or 4 against a flak jacket), but the gun only holds one shell at a time, so it has to be reloaded after each and every shot.

So how does this weapon compare to other in the game? It the short term, the standard firearms both deal more damage per AP while actually attacking. A pipe gun does 1.625 dam/per Ap (1.3 against a flak jacket). If you have enough of them that you don't have to reload, a pistol does 3.25 (2.6 against a flak), and a shotgun does 6.5 (5.2 against a jacket). These figures assume that the character is carrying enough pistols/shot guns that they don't have to pause and reload, something imposible with the pipe gun because you can only carry one at a time.

MBA figures reflect the extra time spent searching/loading. The pipe gun has an MBA of 1.3 (1.04 against a flak jacket). A pistol has MBA 1.71 (1.37, againsta jacket) while a shot gun has 1.17 (0.93 against a jacket). A fire axe has 1.2.

As can be seen the pipe gun is better in terms of MBA then the shot gun, but worse than the pistol. Interestingly, against an armoured target, the fire axe is better than the pipe gun as well.

In summary, the pipe gun is more convienient than the other firearms because you are guaranteed the right sort of ammo when you make it, but you pay for that convienience with the guns lesser power. Because the ammo is made in factories and warehouse, this suggestion might draw survivors away from malls and police departments a bit.

Base accuracy: 5%. Scales with parallel skills to the other firearms, except that SMG Training only provides a 10% boost. Thus, max accuracy is 50%.

Damage: 5. Of course, reduced by 1 by a flak jacket.

Ammunition: Comes in SMG clips. One clip holds enough ammo for 3 bursts. (Note: number subject to change for balance purposes, but 3-ish sounds reasonable and realistic to me.)

What makes it different: For simplicity's sake, the SMG can only be fired in bursts; no single shots. When fired, the SMG makes one attack each against the top three zombies on the stack, each rolled separately. If there are fewer than 3 zombies, each is still only attacked once per burst, so the weapon is only efficient when fired on gropus of 3 or more zombies. When fired at survivors, it attacks the targeted survivor and, if applicable, the two adjacent characters in the room-entry-order queue. Zombies killed by an SMG are never headshot, as precision is impossible with automatic weapons.

Rationale: Under this implementation, the SMG would serve as an anti-crowd weapon. Its armory-only status would serve both to make armories more desirable for survivors to defend and would help them beat back the inevitable hordes of zombies who would be attracted to those survivors. Incompatibility with Headshot also makes the weapon potentially advantagous to medium-level zombies, as they would be less likely to suffer heavy XP loss when levelling in territory near the armories.

Max-skill damage averages to 7.5 divided among three zombies, a little higher than a shotgun's 6.5 to one. However, because it cannot perform headshots, the SMG would actually be less threatening to most zombies, particularly those who have Ankle Grab.

Note: Please don't reflexively spam-vote this. Automatic weapons are among the most common bad suggestions, but that's because most are horribly written and/or thoroughly broken in design - that does not make it impossible for balanced versions to be created.

Notes:

29/33 Keep/Total (88%); one Spam attempt at a duplicate claim not counted in Total.

Weapon: New Melee / Thrown

Brass Knuckles

Basically, this is an item to add 1 damage to punches. Worn akin to the flak jacket so you can't put on more than one pair at a time. Punching is pretty weak and useless at this point, but you can get a pretty good percentage for hitting with it - so this could come in handy in certain situations. Could be found in police buildings (confiscated from criminals) OR "tougher" areas like Junkyards or Clubs.

Notes:

7/10 Keep/Total (70%). Makes punches more powerful and useful and could add to a potential future Martial Arts Skill Tree. One suggestion that zombies should not be able to use it.

This weapon is designed for newbies who don't start out with a combat skill (ie, anyone who isn't a firefighter, cop, or private) or haven't been lucky enough to find a knife yet (so far, the only places one can really hope to have a good chance of finding one are in malls, all of which are either too heavily barricaded for newbies to get into or infested with zombies). It's not a very efficient weapon (each brick is a one-use weapon, like the flare gun), and isn't useful for higher level characters (It's still not as accurate as a skilled fire axe user). However, it can give characters who would otherwise have no way to defend themselves a fighting chance.

Also, the fact that bricks can only be found in junkyards, wastelands, and outside of buildings means that they won't clog up player's inventory, since chances are they won't find one unless they are specifically looking for it (the possible exception is the junkyard, but inventory clogging is already a fact of life for those searching in one). It also finally gives people something that they can search for outside of buildings (and who else but a newbie would be doing that?).

And to go with this weapon would be a skill under the civilian tree (doesn't affect zombies, since they can't use the weapon anyway) to increase it's accuracy.

Throwing Arm
Increases Brick accuracy by 10%

Notes:

14/17 Keep/Total. Well accepted as is.

Was "Brick and Throwing Arm Skill Revision".

Left Queue:

23:11, 26 October 2006 (BST)

Chainsaws

The chainsaw is a weapon that would bridge the gap between hand to hand and guns. It is used like a hand to hand weapon, but requires ammo, namely fuel cells. I propose fuel cells provide 5-6 hits per cell. The weapon itself should do 6-8 damage, and should have a base accuracy of 15%. The skills that upgrade the weapon accuracy should be reserved for Zombie Hunters, so there is an actual new weapon you can use with accuracy in later levels. Possible skills would be Chainsaw Experience, which would add 25% to base accuracy, and a followup skill called Chainsaw Adept, which would add an additional 10%. This places the chainsaw firmly between the handgun and fire axe, hit ratio wise.

RE-I recently noticed that i put down fuel cells, when i meant to say gas cans, which are already available in the game. Forgive this mixup.-Vladmyre 12:49, 14 Nov 2005 (GMT)

Notes:

19/21 Keep/Total (90%). Quite well accepted, with some issues about base accuracy being too high, and a few cases of too little/too much ammo.

Add a machete item to the game using the same combat stats as the fire axe (damage & base accuracy), affected by the Knife Combat skill instead of the Axe Proficiency skill, and only to be found in the Sporting Goods department of a Mall

Notes:

14/18 Keep/Total (78%). Accepted with questions about a name change. See Knife Combat Upgrade Suggestion.

A survivor with this skill can use 1 AP to combine a fuel can, a wine or beer bottle, and a newspaper into a molotov cocktail. When the firebomb is used on a zombie mob, it damages multiple targets. Starting from the top of the stack, each zombie has a 50% chance of taking 4 damage, until 5 zombies have been hit, or there aren't any more zombies in the mob. The accuracy is not improved by any existing combat skills.

It would take a lot of AP to make even one firebomb. Assuming 20% search success, that's 5 AP for the bottle, 5 AP for the fuel, and we'll assume 0 AP for newspapers, since support types get them while searching for FAKs at hospitals. Then there's 1 to assemble it, and 1 to throw it. Against huge mobs, that's up to 1.67 damage per AP. Against lone zombies, a measly 0.17 damage per AP. For comparison purposes, a shotgun hit requires 5 AP for 1 shell, 1 AP to load, and 1 AP to fire, 65% chance to hit, for 0.93 damage/AP (0.74 vs flak); a pistol hit requires 0.83 AP for 1 round, 0.17 AP to load, and 1 AP to fire, 65% chance to hit, for 1.63 damage/AP (1.30 vs flak). The major advantage of the shotgun is that most of the AP are used and recovered before firing the weapon, and the firebomb shares this advantage.

Considering that it is only worth the AP spent against mobs 6 or larger, it is a purely defensive weapon. There is currently no effective defense against a coordinated horde of attacking zombies beyond running away and just waiting for the zeds to get bored and move on. Also, there is no use for some of the objects that turn up in a search.

=The recent change by Kevan is really good, the one where you can choose to drop specific items after you pick them up, automatically, however I believe you need the option to drop empty firearms, rather than grouping them together. I suggest, as new options, replacing the current 'Pistol' and 'Shotgun' options:

I don't know if any of you have attacked someone with a length of pipe lately, but in the drop-down menu for selecting what to attack with the length of pipe is instead called a "metal pipe". There's really no reason for this, and it could potentially confuse newbies (or anyone else, for that matter), so I suggest that the length of pipe be called such in the weapon drop-down menu.

Notes:

15/16 Keep/Total. Accepted as is.

Was "Metal Pipe? Huh?".

Left Queue:

10:33, 7 January 2007 (UTC)

Reload all Weapons

Creates a button in the interaction menu that automatically reloads all empty guns with any ammo in your inventory. Reloading still takes the same amount of AP. Will reload according to inventory order. This was inspired by the Search X times idea, as I feel we need to automate certain tasks like this so we don't have so many stupid page refreshes. I would also suggest at the same time kevan add a stop command to the code to end the statement if none of the guns in your inventory were empty.

Notes:

12/14 Keep/Total. Accepted to aid server load. Suggest to fix the problem where all guns are loaded and when click ammo it reloads a loaded gun and lose all ammo already in gun.

When you have reloaded your gun, it should be your default attack weapon. That's about it. Because, when I have reloaded it, often enough I want to fire it right away, instead of punching my opponent (what happens to me from time to time).

Gun clips are made so that you can add or remove bullets from them. Add a new button to the user interface labeled 'Redistribute ammunition' which would take all the bullets in your firearms and redistribute them in your firearms so that the first firearms in your inventory are filled up to their maximum capacity.

For example, an inventory with 10 pistols (4)(1)(3)(5)(5)(4)(6)(4)(6)(5) would be redistributed to 10 pistols (6)(6)(6)(6)(6)(6)(6)(1)(0)(0). Cost for this action would be 1 AP, and shotguns would also be affected by it (although the gain would be almost nill).

Notes:

13/19 Keep/Total.

Crossloading ammunition takes time between clips/guns; therfore AP cost should be higher; 1 or 2 AP. This can stop the loss of bullets by reloading that currently happens.

We all know how you can click on a pistol clip and load it into a pistol, or load a shotgun shell into a shotgun. Simple mechanics. However, whoever heard of a gun that couldn’t be unloaded? It’s easy for pistols. Just press the magazine catch and let it slide. Assuming these are double-barreled shotguns, or even if they are pump, it’s still easy to unload.

What this feature would do is simple. The inverse of loading. Currently, clicking on a weapon does nothing. With this, clicking on a weapon would unload the ammo, and create clips or shells with that ammo. Click on a shotgun, and it will unload 1 shell at the expense of 1 AP.

Now the pistol is a little more difficult. Clicking on a fully-loaded pistol will remove the clip. When you click on a less-than-full pistol, it unloads the pistol and creates an item: "Partial clip (#)". This would be two-space, due to mechanics. When the clip reaches six bullets or more, a clip will be created, the partial clip will be destroyed, and any leftover ammo will create a new partial clip. This partial clip could also be used to load partially-full pistols with its ammo. For an example, click here.

Why even need this? Shotguns are the biggest problem. If you found a shotgun loaded with 1 shell, while having another 1 shell shotgun in your inventory, you can rearrange the shells to save space. If you have lots of less-than full pistols, you can turn those into clips, and drop pistols you don't need. It’s simple, and it works. Please remember, this is not a skill. Everyone that has a gun can do it.

Clarification: This is not a dupe of Redistribute Ammunition. That suggestion added a button to reorganize the ammo inside guns to the highest guns. This uses clicking on the weapons themselves and removes the ammo from the guns and turns it into clips/shells.

Note: - (I keep forgetting this.) Huge thanks to Pesatyel, who came up with the "partial clip" idea in raw format, and helped overall. Everyone who voted keep give a big round of applause.

Allow each character to choose a weapon type currently in their arsenal. Survivors can choose any weapon they currently own; axe, pistol (even if no ammo in inventory, but it still won't fire), or for a zombie claws, bite, or even a blunt melee equipped. I've found that when searching new weapons are often found, unfortunately these have often bumped my preferred weapon down in the actions list. Default Weapon allows a player to attack automatically with the chosen weapon without searching all weaponsin the attack menu. No AP cost, no disadvantage for either side. If you want a different weapon search the menu like now.

When a character with multiple firearms of the same type makes an attack, ammo should be deducted from the one with the least shots remaining (other than none). This is always the tactically preferable choice under current rules: it doesn't affect the total number of shots you can take before being forced to reload, but it improves your reload options (for pistols) and discard options (for both pistols and shotguns).

For instance, a character with Pistol (6) and Pistol (1) who makes a pistol attack can currently end up firing from the full pistol. (I'm not sure how common the stack ordering makes this, but it has certainly happened to me.) 6 & 0 is strictly better than 5 & 1, since it leaves the option of reloading without wastage and means that if I have to discard a weapon for some reason, I can minimise my ammo losses.

IRL, the solution is 'tactical reloading' - you top up a half-full gun without throwing away the rest of the clip, leaving you with a full gun and a half-full clip. That might be possible to implement but would add complexity; this is a simpler way that achieves much the same effect.

Notes:

12/12 Keep/Total = 100%

Was "Use emptiest firearm first".

Left Queue:

15:20, 16 Dec 2005 (GMT)

Weapon Selection Lock

i have been noticing that my prefured weapon of choice keeps changing after every or every other attack on both sides. ill be using my axe one second and the next it will change to fists. as a result, instead of using my 40% - 3 damage axe im using my 25% - 1 damage fists. i propose a weapon use lock in. which means when you use an axe for an attack that weapon will still be the weapon of choice the next turn.

Notes:

13/18 Keep/Total. Well accepted as is. Some people belived that people should stop being so lazy.